I. I giochi, come molte comunità o gruppi di lavoro
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I. I giochi, come molte comunità o gruppi di lavoro
Struttura saggio Rossi i Playful teamworking – di Federico Fasce e Marina Rossi (03 novembre 2009) I. I giochi, come molte comunità o gruppi di lavoro, sono spazi di problem solving A. Games are problem-solving spaces that cultivate a culture of learning, and learning complexity is an altogether legal drug that humans canʼt get enough of. The gamers attitude to failure is “fail early, fail often” if it is in the service of learning something critical to success. (James Gee, 2007) Link di approfondimento: http://www.richardcarey.net/2007/12/21/best-of-2007/ http://www.edutopia.org/james-gee-games-learning-video (video, 11:49 min) II. Case study: World of Warcraft A. The structure and the organization required to complete missions or quests in WoW [World of Warcraft] adds a great deal of focus and complexity to the community compared to a chat room and the communications and management begins to feel much more like collaboration in a work environment. I think that the ever-evolving user interface and communication tools that we are developing might impact the future of management in the real world. My feeling is that what we are doing in WoW represents in many ways the future of real time collaborative teams and leadership in an increasingly ad hoc, always-on, diversity intense and real-time environment. (Joi Ito, 2006) Link di approfondimento: http://it.wikipedia.org/wiki/World_of_Warcraft http://joi.ito.com/weblog/2006/03/13/leadership-in-w.html http://virtualearn.blogosfere.it/2009/08/da-world-of-warcraft-al-metaverso-nascita-di-un-museo-scientifico-in-second-life.html http://website.education.wisc.edu/steinkuehler/blog/ III. I ruoli nei MUD secondo Richard Bartle A. "achievers" (acting on / emphasis on environment) B. "killers" (acting on / emphasis on players) C. "socialisers" (acting with / emphasis on players) D. "explorers" (acting with / emphasis on environment) Link di approfondimento: http://www.psychnology.org/File/PSYCHNOLOGY_JOURNAL_2_3_VOISKOUNSKY.pdf http://www.gamerdna.com (test di Bartle) V. La nostra esperienza di gestione dei gruppi A. Software di gestione Link di approfondimento: http://basecamphq.com Struttura saggio http://www.projectpier.org http://openatrium.com http://www.google.com/apps II. Il nostro progetto: Urustar Link di approfondimento: http://urustar.net http://friendfeed.com/invaders-den http://invadersden.com III. Q&A A. Giochi come fonte di stress psicologico B. Nuovi target per i videogame III. I nostri contatti [email protected] [email protected] Rossi ii